DAPS is an SP/MP mod for Arma 3 that adds Active Protection Systems (APS) to vehicles. These systems allow vehicles to intercept incoming rockets, missiles and shells. When the APS triggers, it will also deploy smoke if the vehicle has smoke launchers and turn the turret to face the direction the shot came from. The systems have a minimum engagement range (30 meters for most systems).

By default, vanilla Arma 3 MRAPs, IFVs and MBTs, some RHS vehicles and some CUP and MEC vehicles are protected. Vehicles from mods can easily be added by mission editors (see below).

A simple APS dialog can be opened with the Delete key (can be changed under Options>Controls>Configure Addons>Drongo's APS). This shows the APS type and charges on the player's vehicle and allows rearming the APS on the player's vehicle or all vehicles on the player's side. Rearming requires an ammo truck/ammo supply within 50 meters.

Arena, Drozd, Drozd-2 and Afganit/AfganitE can not engage top-attack missiles (basically missiles that are 2 or more meters higher than the vehicle).

AfganitE and TrophyHVe are capable of stopping tank rounds.

AMAP-ADS is capable of stopping HE tank rounds.

The dazzler does not destroy incoming projectiles, but rather causes those that use IR or laser guidance to veer away and (hopefully) miss the vehicle. Dazzlers have unlimited charges.

Outgoing fire and low-caliber weapons should not trigger the APS. Be warned that firing RPGs while standing next to a friendly vehicle with APS may trigger the friendly APS.

If you have Drongo's Command Enhancement installed, opening the DCE menu will display a hint showing how many APS charges remain in your current vehicle (if APS equipped).

Various scripts are provided for managing the system (enabling, disabling, rearming).

Adding APS to a vehicle classThe vehicle you run that script on must be an empty dummy vehicle. Do this:

1) Place an empty vehicle of the desired class in the editor2) Put the script in the init line of the empty vehicle3) Place the player/AI vehicles (of the same class) in the editor (do NOT put the script in their init line)

To explain further, the script reads the classname of the dummy vehicle, then deletes it and applies the selected APS to all vehicles in the mission with the same classname.

Do not run the script on a vehicle that you wish to use in a mission.

License:The rights of any 3rd party scripts used in this work belong with the owner. I do not and have never claimed ownership over the work of other people. All 3rd party scripts are used in good faith.

You must receive my permission to use any of the scripts, configs, concepts or designs of this addon in the development of other projects.You may not distribute altered versions of this addon.You may not use this addon or any derivatives thereof in any way for monetary gain.You may not use this addon or any derivatives thereof as part of any submission to any contest of any kind.You may not port this addon to any other game (it may ONLY be used with Arma 3).You may not use this addon with VBS, VBS2, VBS3 or any similar product.You may not re-upload to Steam.You may not use this addon in any way if you are R0adki11.You may not use this addon in any way if you are BohemiaBeck.

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@real leader of the russians No mods will make the explosion look epic, it's a custom effect, I run Blastcore and there are no differences whatsoever. But I admit a better explosion effect would be awesome.

@Drongo Finally! well you did an impressive job! Tank in my last tests might have been either too close or didn't have engine on. I also noticed the APS protect front 120 degrees where the turret is pointing, that's a small detail that makes a huge difference in realism. It's also worth noting some tanks wouldn't need the engine in order to get power to sensors, most modern MBTs now have auxiliary power unit, providing the power required to the electronic equipment, meaning it can keep low thermal signature and still track targets. Overall a very good job!

@MrDboy12AfganitE and TrophyHVe should stop any tank shell. This is provided that the shell is not fired too close and doesn't have some extremely high velocity (as in reality). I tested it yesterday (CBA and RHS) as follows:

1) Put a player-controlled tank with AfganitE behind cover at one end of an airfield2) Place an M1 at the other end, facing the player's tank3) Start engine to activate the APS, then move towards the M14) Stop about 800m away, wait for the M1 to notice and engage5) Move closer to keep testing acceptable distance

The APS simulated explosion will happen very close to the tank (as in reality), but it should stop the tank shell in most cases. Note that basic Afganit will not stop tank rounds.

You can also set dapsDebug=true; to get a little bit more info about what is triggering the APS (or if it isn't detecting the incoming round).

Not working for me :( Might be a mod conflict, but even after unloading all mods except CBA3 and RHS it was either not working at all or Afghanit-E was not stopping tank rounds, seems too random to me to be an interesting mod.

I have just released a new mod called RDC (Random Displacements Campaign). It uses modules to make it very easy to set up huge full-map dynamic campaigns with any mod on any island. You can set up a campaign with no scripting in 5-10 minutes. It works in SP and coop. Please check it out.

There is a DAPS update with minimum interception distance coming soon.